using System;
using ns27;

namespace Triton.Game.Mapping
{
	[Attribute38("QuestProgressUI")]
	public class QuestProgressUI : MonoBehaviour
	{
		public Transform m_QuestCardBone => method_3<Transform>("m_QuestCardBone");

		public Transform m_QuestRewardBone => method_3<Transform>("m_QuestRewardBone");

		public UberText m_ProgressText => method_3<UberText>("m_ProgressText");

		public UberText m_QuestDetailText => method_3<UberText>("m_QuestDetailText");

		public MeshRenderer m_RewardOverlayRenderer => method_3<MeshRenderer>("m_RewardOverlayRenderer");

		public Texture m_MinionRewardOverlayTexture => method_3<Texture>("m_MinionRewardOverlayTexture");

		public Texture m_LegendaryMinionRewardOverlayTexture => method_3<Texture>("m_LegendaryMinionRewardOverlayTexture");

		public Texture m_SpellRewardOverlayTexture => method_3<Texture>("m_SpellRewardOverlayTexture");

		public Texture m_GoldenSpellRewardOverlayTexture => method_3<Texture>("m_GoldenSpellRewardOverlayTexture");

		public Texture m_WeaponRewardOverlayTexture => method_3<Texture>("m_WeaponRewardOverlayTexture");

		public Actor m_originalQuestActor => method_3<Actor>("m_originalQuestActor");

		public Actor m_questCardActor => method_3<Actor>("m_questCardActor");

		public Actor m_questRewardActor => method_3<Actor>("m_questRewardActor");

		public bool m_isResaturating => method_2<bool>("m_isResaturating");

		public QuestProgressUI(IntPtr address, string className)
			: base(address, className)
		{
		}

		public QuestProgressUI(IntPtr address)
			: this(address, "QuestProgressUI")
		{
		}

		public void OnDestroy()
		{
			method_8("OnDestroy");
		}

		public void SetOriginalQuestActor(Actor actor)
		{
			method_8("SetOriginalQuestActor", actor);
		}

		public void Show()
		{
			method_8("Show");
		}

		public void Hide()
		{
			method_8("Hide");
		}

		public void UpdateText(int currentQuestProgress, int questProgressTotal)
		{
			method_8("UpdateText", currentQuestProgress, questProgressTotal);
		}

		public void UpdateProgressText(int currentQuestProgress, int questProgressTotal)
		{
			method_8("UpdateProgressText", currentQuestProgress, questProgressTotal);
		}

		public void UpdateQuestDetailText()
		{
			method_8("UpdateQuestDetailText");
		}

		public void DesaturateBoard()
		{
			method_8("DesaturateBoard");
		}

		public void StopDesaturate()
		{
			method_8("StopDesaturate");
		}

		public void OnStopDesaturateFinished()
		{
			method_8("OnStopDesaturateFinished");
		}

		public void UpdateActors()
		{
			method_8("UpdateActors");
		}

		public void UpdateQuestActor()
		{
			method_8("UpdateQuestActor");
		}

		public void UpdateRewardActor()
		{
			method_8("UpdateRewardActor");
		}

		public void UpdateRewardOverlayTexture()
		{
			method_8("UpdateRewardOverlayTexture");
		}
	}
}
